Aurethiel - Moon of Healing, Mercy, and Harvest
AURETHIEL – MOON OF HEALING, MERCY, HARVEST
Themes:
- Healing, restoration, mercy, hospice and sanctuary
- Harvest, fertility, the quiet prosperity of villages and fields
- Protection of the weak, refusal to abandon the suffering
An Aurethiel Cleric is:
- The archetypal healer and protector, but with teeth when mercy is abused
- Beloved in rural communities and among refugees
- In play: top‑tier healing, strong anti‑death tools, and “we keep going” support
Visually: pale gold moon; priests wear white and harvest colors, with sheaves, wheat, lilies, or lanterns as symbols.
AURETHIEL DOMAIN FEATURES BY LEVEL
These stack with your base Lunar Cleric chassis.
Level 1 – Domain Spells & Harvest Healer
Domain Spells
Always prepared; don’t count against prepared spells.
- 1st:cure wounds, sanctuary
- 3rd:lesser restoration, prayer of healing
- 5th:beacon of hope, revivify
- 7th:death ward, aura of life
- 9th:greater restoration, mass cure wounds
This is your “core healer” package.
Harvest Healer
You are ordained as a warden of life and plenty.
- You gain proficiency in Medicine or Nature (your choice).
- You can stabilize a dying creature as a bonus action instead of an action.
- Merciful Hand:
- A number of times per long rest equal to your Wisdom modifier (minimum 1), you can, as an action:
- Touch a creature at 0 HP to stabilize it and restore it to 1 hit point without expending a spell slot.
- You must be within 5 ft and the target must not be a construct or undead.
Additionally:
- When you spend 10 minutes blessing food and water for up to 10 creatures, that meal:
- Counts as a full day’s nourishment even if meager.
- Grants those who eat it advantage on their next saving throw vs disease or poison made within the next 24 hours.
Level 2 – Channel Divinity: Aurethiel’s Embrace
You gain a domain‑specific Channel Divinity.
Channel Divinity: Aurethiel’s Embrace
You release a wave of golden, harvest‑scented light.
- As an action, choose any number of creatures of your choice within 30 ft of you.
- You have two modes when you invoke this Embrace:
- Healing Embrace
- You distribute healing equal to 2 × your Cleric level + your Wisdom modifier among the chosen creatures.
- You can divide this pool as you like (e.g. 10 to one ally, 5 to another, etc.).
- This healing ignores the target’s current hit point maximum being reduced (e.g., from a wight) but can’t raise HP above that maximum.
- Cleansing Embrace
- Choose up to two creatures within 30 ft.
- For each chosen creature, you can end one of the following:
- One disease
- One poison
- One effect causing the poisoned condition
- This does not cure curses unless they are explicitly disease/poison‑like (GM call).
You expend one use of Channel Divinity to use either mode.
Level 3 – (Base: Secondary Moon Influence I)
No Aurethiel‑specific feature here; you choose your first secondary moon.
Level 4 – (Base ASI)
Level 5 – Bountiful Blessing
At 5th, your healing radiates further.
Bountiful Blessing
Your healing never touches only one.
- Whenever you cast a spell of 1st level or higher that restores hit points to at least one creature (including yourself):
- You can choose one additional creature you can see within 30 ft of you.
- That creature regains hit points equal to your Wisdom modifier (minimum 1).
- If the original spell targets multiple creatures, this is one extra beyond that.
Uses:
- You can use Bountiful Blessing a number of times per long rest equal to your Wisdom modifier (minimum 1).
This makes your healing feel like a spreading field of comfort.
Level 6 – Channel Divinity: Shield of Mercy
At 6th, Aurethiel grants a protective Channel option.
Channel Divinity: Shield of Mercy
You interpose mercy between your allies and harm.
- As a reaction, when you or a creature within 30 ft that you can see:
- Is hit by an attack, or
- Fails a saving throw,
- You can expend your Channel Divinity to invoke the Shield:
- The target gains resistance to all damage from that attack or effect.
- If it was a saving throw, the target can immediately reroll the save with advantage and must take the new result.
This is your “no, not today” button for a big hit or devastating spell.
(If you prefer, you can also allow this as an action that grants a 1‑round aura of resistance; but as written it’s a single powerful clutch reaction.)
Level 7 – (Base: Secondary Moon Influence II)
No extra Aurethiel feature.
Level 8 – (Base ASI)
Level 9 – Field of Plenty
At 9th, you create true sanctuaries.
Field of Plenty
Once per long rest, you can consecrate an area as a Field of Plenty.
- As an action, you designate a 30‑ft‑radius area centered on a point you can see within 60 ft.
- The Field lasts for 8 hours (no concentration).
While in the Field:
- Food and water within the area:
- Do not spoil,
- Are always sufficient to feed twice the normal number of creatures they normally would.
- Creatures who finish a short rest entirely within the Field:
- Can regain hit points as though they had spent one Hit Die even if they choose to spend none.
- If they do spend Hit Dice, they can reroll one Hit Die that rolled poorly and take the new result.
- Undead and fiends that enter or start their turn in the Field:
- Have disadvantage on saving throws vs your spells.
- If they die in the Field, they cannot rise again as undead or fiends by any means short of a wish‑level effect.
This is your hospice, refugee camp, or “we make this ruin livable” feature.
Level 10 – Lunar Intervention (Base)
Mechanically unchanged; under Aurethiel, interventions might be:
- A sudden golden light knitting a wound that would have killed.
- A withered field blooming just enough to feed the party.
- A plague cloud thinning right before impact.
Level 11 – Guardian of the Fragile
You become a living bulwark for the weak.
Guardian of the Fragile
- While you are conscious, you emit a 10‑ft‑radius aura of shelter.
- Allies in the aura who are at half their hit point maximum or lower:
- Gain a +1 bonus to AC.
- Gain +1 bonus to all saving throws.
- When they are healed by one of your spells, they regain +2 additional hit points.
Additionally:
- When an ally within 10 ft that you can see:
- Is reduced to 0 hit points by damage,
- You can use your reaction to instead:
- Have them drop to 1 hit point, and
- You take radiant damage equal to your Cleric level (this damage cannot be reduced or redirected).
You can use this “take their wound” reaction once per long rest.
At 18th level, the aura improves.
Level 12 – (Base ASI)
Level 13 – Law of Mercy
Aurethiel’s doctrine shapes how life and death interact around you.
Law of Mercy
- You have advantage on saving throws vs disease and poison, and you are immune to nonmagical diseases.
- When you cast a spell that returns a creature to life (revivify, raise dead, resurrection, etc.):
- You can choose to bind them with a Merciful Oath for 7 days:
- While under this Oath:
- The creature has advantage on saving throws vs fear when defending others or protecting the innocent.
- The first time each day they willfully commit an act of cruel, needless harm (GM adjudication), they take 2d8 radiant damage, and the Oath ends.
- The creature is aware of this Oath and may refuse it as part of the resurrection; in that case, the spell still works normally, but no Oath applies.
This gives your resurrections a palpable moral weight without forcing alignment changes.
Level 14 – (Base: Third Moon / Deeper Influence)
No additional Aurethiel‑specific feature.
Level 15 – Nightwatch Zenith (Base)
With Aurethiel, Nightwatch might manifest as:
- Nighttime patrols accompanied by softly glowing wisps.
- Plague‑ridden mists halting at the camp’s edge.
Mechanics remain the same as your base Nightwatch.
Level 16 – (Base ASI)
Level 17 – Aurethiel’s Confluence
Your Lunar Confluence gains a powerful healing/mercy rider.
Aurethiel’s Confluence
While Lunar Confluence is active (1 minute):
- Your spells that restore hit points:
- Treat any healing die that rolls below half its maximum as if it rolled half instead.
- Example: on a d8, treat 1–3 as 4.
- Once per Confluence, you can cast either:
- mass cure wounds, or
- raise dead (or revivify if you prefer shorter‑window),
- without expending a spell slot.
In addition:
- The first time each round during Confluence that a creature within 30 ft of you:
- Is reduced to 0 hit points (ally or enemy),
- You can use your reaction to choose one of two effects:
- Mercy Extended – If the creature is an ally:
- They instead drop to 1 hit point, and
- You immediately regain hit points equal to your Wisdom modifier (as your resolve hardens).
- You can do this for allies only once per Confluence (one ally total).
- Mercy Denied to Cruelty – If the creature is an enemy:
- You can harvest a fragment of their life‑force, gaining temporary hit points equal to your Cleric level.
This makes Aurethiel clerics monstrous sustain engines in climactic fights.
Level 18 – Avatar of the Harvest Moon
You embody Aurethiel’s bounty and protection.
Avatar of the Harvest Moon
- Your Guardian of the Fragile aura radius increases to 30 ft.
- While conscious:
- Allies in the aura who are at half HP or less:
- Gain resistance to necrotic damage.
- When they start their turn in the aura, they regain hit points equal to your Wisdom modifier (no action; this does not function if they are at 0 HP).
- Once per long rest, you can invoke Great Harvest:
- As an action, you call down Aurethiel’s full blessing.
- For 1 minute:
- At the start of each of your turns, you can choose:
- Up to 3 creatures in your aura to regain 2d8 + your Wisdom modifier hit points, or
- Up to 3 creatures (enemies) in your aura to take 2d8 radiant damage, as blight flees before the harvest light.
- You can mix and match round by round (heal one turn, smite the next).
This is your late‑game “we will not fall here” button.
Level 19 – (Base ASI)
Level 20 – Lunar Avatar (Base)
Your generic Lunar Avatar capstone applies. For Aurethiel, it might look like:
- A halo of golden grain and fireflies.
- Bare earth sprouting grass under your steps.
- Wounds closing in your presence like time is sped up.
Mechanics remain as per the base Lunar Avatar; this is flavor alignment.

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